"Load image from URL" should work fine. The most common problem is cross-domain security restrictions - the server you load from has to explicitly allow you to load the image remotely.
By default Construct 2 uses WebGL rendering, so will call your plugin's drawGL function instead of draw (which is for canvas2d). You need to write both and have them render the identical thing.
Offcourse "Load Image from URL" works great, the bug was somewhere else. Just did a clean code with the example of R0J0hound and got the same problem :
What i'm doing :
acts.OpenCam = function ()
{
var img = CocoonJS["Camera"]["startCapturing"](0, this.width, this.height, 30);
var ctx=this.ctx;
ctx.drawImage(img,0,0,this.width,this.height);
this.runtime.redraw = true;
this.update_tex = true;
}[/code:qpnzdexg]
Funny enough this works only if i don't add an object to the game (Sprite, text etc).
If it's only the Canvas plugin in the project and i fire the OpenCam function on start of layout it works great.
I'm exporting in CocoonJS mode, the plugin is for cocoonjs camera.
I'm trying to get the camera from IOS for AR effect to use as background, and CocoonJS Camera function is working with IOS.
Also tried this to get the camera for IOS but that failed: